*Cleanups, remove obsolete code and minor optimizations in spellauras.cpp and spelleffects.cpp
*Remove GetDummyAura(uint32 spellid) function - it is faster to use GetAuraEffect or GetAura if id is known than iterate threw dummy auras list *Move Death Strike code from HandleDummyAuraProc to Spell::EffectDummy - original patch by hununza. --HG-- branch : trunk
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+4
-4
@@ -6115,7 +6115,7 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvpt
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}
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// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
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if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
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if(HasAura(SPELL_AURA_PLAYER_INACTIVE))
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return false;
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uint64 victim_guid = 0;
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@@ -10534,7 +10534,7 @@ uint8 Player::CanUseAmmo( uint32 item ) const
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return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
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// Requires No Ammo
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if(GetDummyAura(46699))
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if(HasAura(46699))
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return EQUIP_ERR_BAG_FULL6;
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return EQUIP_ERR_OK;
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@@ -18515,7 +18515,7 @@ void Player::LeaveBattleground(bool teleportToEntryPoint)
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bool Player::CanJoinToBattleground() const
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{
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// check Deserter debuff
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if(GetDummyAura(26013))
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if(HasAura(26013))
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return false;
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return true;
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@@ -20701,7 +20701,7 @@ void Player::HandleFall(MovementInfo const& movementInfo)
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damage = GetMaxHealth();
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// Gust of Wind
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if (GetDummyAura(43621))
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if (HasAura(43621))
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damage = GetMaxHealth()/2;
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EnvironmentalDamage(DAMAGE_FALL, damage);
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